
Gertrart aka Blood Desecrator |

"No need to storm. We can simply walk in. We have uniforms"
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With Malleck in Sargent's uniform, Gertrart dons a regular guard's garb.
On the way over the rogue attemps peak into one of the towers. Is there ladder to the second part of the tower?

Malleck of Alerion |

Why, barbarian seems a fine choice. He needs little thinking there, let him rage and stand aside.
i dont think hes as stupid as we think. A fighter might be best choice
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Grymp |

I'll take care of Grumplejack!
Ok, so I think your plan was to leave the front gates, pickup Grumplejack and go back to the Warden's tower?
The towers have unlocked doors at ground level, a rickety spiral staircase going up the middle, they let out onto a rickety wooden walkway at the top of the walls, and then the towers continue up even further to the parapets on top of them.
The two guards are currently not in sight, but for those that had been watching them, they had been walking along the walls to the East, through the towers and followign the walls some more.
Assuming you grab Grumplejack at the kitchen door (room 11) where you left him, and then go behind the inner keep to the door into the tower at room 21?

Vosil Comarenza |

Vosil speaks, at this point. He's been silent for a while because everything has been going well, and according to plan - insofar as he can determine that there is a plan. But now:
"If I understand correctly, the warden is a wizard, or alchemist? If I were such, and in charge of this prison, I would make very sure that the door to my tower was magically warded - just in case, you understand? Might I suggest that we use that very handy window to bypass any alarms or surprises that might be waiting for us?"

Gertrart aka Blood Desecrator |

Unless there is another door to the warden's tower, I think that is the plan. :) Getrart will look at the door for traps. As the warden is a mage of some sort, he includes magical traps in his search.
perception: 1d20 + 4 ⇒ (6) + 4 = 10
EDIT: I like the window idea, especially--as I said earlier--if we do it from the top of the wall :)

Solomon "Bone-White" Skrivven |

Solomon nods silently, appreciative of any wisdom that might prevent arcane sabotage. "At this point, the window could be useful."

Malleck of Alerion |

"I say we just walk in. We are local guards. If alarm is raised, only the one who sees us will know. We simply walk in and surprise anyone we find. Who would expect the prison guards to actually be the prisoners? Id much rather have the window as an escape route if we get cornered"
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-Mordecai- |

"Agreed. I'd also leave the window for escape route. At the moment we are in no hurry"
Cast Detect magic to check the door

Gertrart aka Blood Desecrator |

I presume no traps are found either.
Once everyone is in the place he wants to be, Gertrart opens the door of the tower.

Grymp |

This room is as you see it on the map. Roughly 40' across its largest dimensions.
This entire floor is dedicated to the history of the Castle Branding and the subsequent history that led the castle to become Branderscar Prison. It consists of a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore. There are a number of banners and flags.
One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon”. The tapestry is worth 150 gp. It is however very heavy (50 lb.) and awkward (-2 to any Acrobatics, Climb, Jump, or Swim skill checks while carried).
There is a spiral stairway leading up to the second level. This room is lit by four sconces holding torches.

Malleck of Alerion |

"Get the rug ready and our large friend can carry that too. Im heading up" he says and makes his way up stairs
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Malleck of Alerion |

Inside, at the door. With a message spell on him. Hes a bit too big to simply lounge outside :P
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-Mordecai- |

"Do we need the light, or can we put out the torches? Darkness might give us a benefit, especially if alarm is raised and more guards come running", Mordecai asks, looking at Xeram.

Gertrart aka Blood Desecrator |

Gertrart follows Malleck up the stairs.

Gertrart aka Blood Desecrator |

On second thought Gertrart would first like to search this room for anything that will assist them against a mage.
perc: 1d20 + 4 ⇒ (17) + 4 = 21 I was assuming since we got a gp value, we had already searched the room, but would rather be thorough than assume. :)

Solomon "Bone-White" Skrivven |

"Solomon agrees with Mordecai. We should snuff-snuff the lights." The rat moves to the base of the stairs and moves to extinguish the first torch.

Malleck of Alerion |

"Wont bother me. Either way. Light or dark. I have nothing to hide" he smirks
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Taeral |

Taeral watches the others as the decide either to fight in the dark or in the light of torches. He casts his message spell on the ogre, and take the time to explain to the creature that he will being hearing Taeral voice and not to be alarmed.
Once he figures Grumplejack understands, he will whisper, Grumplejack, you stay inside the tower here, and start rolling up the big tapestry.
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On Going Effects: Message (Grumplejack), 10 min;

Grymp |

Proceeding up the stairs to room 22 brings you into an equally large room as before. Only this one has bookshelves around the outside of the room, and the shelves hold a sizable collection of books of various sorts.
Perception Check:
on subjects ranging from magical theory, history and astronomy. Fifty two of these are common books and tomes worth an average of 3 gp and each weighing a pound.
And then (assuming you made DC 10)
gp amongst collectors.

Malleck of Alerion |

Perception: 1d20 ⇒ 6
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Gertrart aka Blood Desecrator |

1d20 + 3 ⇒ (4) + 3 = 7

Vosil Comarenza |

Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Vosil looks around briefly, his mind on other - more urgent - matters than the mere acquisition of a library. He will come back down later once they've dealt with the warden.

Xeram |

As Xeram enters the room he vaguely nods, perhaps as approval of seeing someone having a library.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Kn. Appraise: 1d20 + 2 ⇒ (20) + 2 = 22
Kn. Appraise: 1d20 + 2 ⇒ (5) + 2 = 7
Kn. Appraise: 1d20 + 2 ⇒ (10) + 2 = 12
A book on astronomy, a topic well known back a his home, catches his eye.
He takes it out.
"Say, while being dragged to this facility, i overheard 2 friars speak of one "mad monk Clivarus" and his books. It seems this is one of his, worth more than your average book. 75gp i heard."

Taeral |

Yes Grumblejack, I can hear you my large friend. Keep a watch out for danger, I would not want to see something bad happen to you.
----------------------------------------
Taeral looks around the library with the others, getting a better idea of the owners tastes.
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Kn Arcane: 1d20 + 1 ⇒ (12) + 1 = 13
Kn Geography: 1d20 + 1 ⇒ (18) + 1 = 19
Kn Nature: 1d20 + 1 ⇒ (13) + 1 = 14
While the majority of the books of either trash pieces of paper or common topics of magical theory, history or astronomy, one tome does peak his interest.
"A first edition of “The Travels of Titus the Mendicant” by Artus Vellor. Either someone was lucky or they have an eye for quality. I am thinking of the former based on the rest of the items here, " he says as he hold up the book.
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On Going Effects: Message (Grumplejack), 10 min;

Gertrart aka Blood Desecrator |

"Nice." If I'd have the chance I would keep this whole pile, but no time for reading now. "Shall we? Or are you still looking?" Gertrart peers up the steps watching for any sign their progress has been noticed.

Taeral |

Taeral looks to the others, "Are we ready to go higher in this tower?"
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On Going Effects: Message (Grumplejack), 10 min;

Vosil Comarenza |

Vosil nods, impatiently. "Let's get to this."

Taeral |

No Grumplejack, but thank you for listening just the same.
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On Going Effects: Message (Grumplejack), 10 min;

Gertrart aka Blood Desecrator |

Gertrart nods at Taeral's question and moves quietly up the steps.

Solomon "Bone-White" Skrivven |

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge Arcana: 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge Nature: 1d20 + 9 ⇒ (8) + 9 = 17

Solomon "Bone-White" Skrivven |

Solomon looks up from where he is frantically gathering the penny dreadfuls into a pile, and trying to bind them together with a belt. His eyes glow as they reflect the pale light. "Oh, yeah. Keep going up? Sounds good!"
Sorry, Knowledge Nature check wasn't high enough to catch the third tome.

Grymp |

The spiral staircase up ends here at this stone landing. The stairway once continued up to the roof of this tower but now the roof is closed off. This chamber is lit by a single torch on a sconce. To the north is a door bearing a plaque that reads “Office” (it opens to room 24). The southern door has a similar plaque that reads “Private: Keep Out!” (it connects to room 25). It is otherwise empty.

Solomon "Bone-White" Skrivven |

"Hmmm..." Solomon whispers, his whiskers twitching, "That sign is really just an invitation. But we should probably check the office first... we may want to see the private room uninterrupted."

Taeral |

Taeral will hunker down in the south west corner, where ge can hide from anyone in the two adjoining rooms, but also see the office door clearly.
He gives a thumbs up when he thinks he is ready.
Stealth: 1d20 + 4 ⇒ (17) + 4 = 21
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On Going Effects: Message (Grumplejack), 10 min;

Gertrart aka Blood Desecrator |

Gertrart nods at Solomon and opens the door marked 'office' as soon as everyone says they are ready.

Grymp |

This is the Warden’s office. Tastefully adorned in hard wood, the office is dominated by a massive oak desk. Inside the Warden’s desk is a neatly folded map of the surrounding area. The map shows the quickest route through the moors. It also shows Old Moor Road – your destination.
The desk has one locked drawer
Within the locked drawer is a large tome. This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.

-Mordecai- |

Mordecai takes the map. "This might be useful once we're out of here... Solomon, can you do anything about the lock?"